i was just able to buy mordenkainen's escapes with my rogue from the black market
now, i was wondering how this might/should affect my gameplay style - in particular should i dive extra fast or continue as normal?
below is my char dump
note - the high turn is partially caused by some town scumming i did - still my way of diving is probably way slower than that of more experienced players
now, i was wondering how this might/should affect my gameplay style - in particular should i dive extra fast or continue as normal?
below is my char dump
note - the high turn is partially caused by some town scumming i did - still my way of diving is probably way slower than that of more experienced players
Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/23 +1 +2 +0 18/53 Race High-Elf Height 92 INT: 14 +3 +1 +5 18/50 Class Rogue Weight 176 WIS: 10 -1 -2 +2 9 Title Filcher Social Respected DEX: 18 +3 +3 +3 18/90 HP 291/291 Maximize Y Con: 16 +1 +1 +0 18 17 SP 47/47 CHR: 11 +5 -1 +0 15 Level 27 Armor [14,+51] Saving Throw 76% Cur Exp 65654 Fight (-3,+3) Stealth Heroic Max Exp 65654 Melee (+8,+16) Fighting Heroic Adv Exp 78750 Shoot (+11,+19) Shooting Heroic MaxDepth 2100' (L42) Blows 4/turn Disarming 96% Turns 426304 Shots 1/turn Magic Device Heroic Gold 12747 Infra 40 ft Perception 1 in 12 Burden 98.2 lbs Speed 6 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.... Confu:............. Elec:........+.... Sound:............. Fire:........+.... Shard:............. Cold:+.......+.... Nexus:............. Pois:............. Nethr:............. Fear:............. Chaos:............. Lite:........+...+ Disen:............. Dark:........+.... S.Dig:....+........ Blind:.........+... Feath:...........+. PLite:............. Aggrv:............. Regen:............. Stea.:+..........+. Telep:.........+... Sear.:............. Invis:+...........+ Infra:............+ FrAct:..+.......... Tunn.:............. HLife:............. Speed:+..........+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 26.5 against undead, 26.5 against frost-vulnerable creatures, and 19.5 against normal creatures. b) a Sling of Extra Might (x2) (+14,+19) (+1) +1 shooting power. c) a Tiger Eye Ring of Free Action Prevents paralysis. d) a Rhodonite Ring of Damage (+0,+8) e) a Mithril Amulet of Slow Digestion Slows your metabolism. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) Studded Leather Armour of Resist Acid (-1) [6,+9] Provides resistance to acid. Cannot be harmed by acid. h) (nothing) i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) (nothing) l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+7] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. f) 10 Grey Potions of Cure Critical Wounds g) 10 Scrolls titled "passequo" of Phase Door h) 10 Scrolls titled "intia pas pa" of Teleport Level {!*} i) 10 Scrolls titled "saneo lium" of Identify j) 4 Scrolls titled "ter rego dio" of Word of Recall {!*} k) a Zinc-Plated Rod of Teleport Other {!!} l) a Platinum Wand of Stone to Mud (7 charges) m) a Bronze Wand of Teleport Other (8 charges) n) 2 Cedar Staffs of Mapping (10 charges) o) 2 Birch Staffs of Teleportation (18 charges) {!*} [Home Inventory] a) 20 Grey Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) an Azure Potion of Restore Mana {!*} When ingested, it restores your mana points to maximum. c) 9 Scrolls titled "tea po" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. d) a Scroll titled "gla lo inquo" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) 2 Silver Staffs of Speed (10 charges) {!*} When used, it hastens you for 2d10+20 turns. f) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 24 against frost-vulnerable creatures, and 14 against normal creatures. g) a Main Gauche (Defender) (1d5) (+8,+6) [+4] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 12 against normal creatures. h) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) +1 searching. Provides resistance to lightning, blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 37 against orcs, 37 against trolls, 37 against giants, 37 against electricity-vulnerable creatures, and 25 against normal creatures. i) 41 Bolts (1d5) (+0,+0) {@f1} [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live)
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